The brain child of fomer Valve employees Jeri Ellsworth and Rick Johnson, CastAR, is no more. They were part of the original team at Valve which helped create SteamVR, their focus was on augmented reality applications which Valve eventually decided to drop and Jeri and Rick were allowed to keep the IP which they helped develop. They went on to launch a very successful Kickstarter to help develop their technology and when they eventually received $15 million in investments they chose to return the money invested by their Kickstarter backers; a very different reaction than others have had.

Unfortunately they have not been able to continue to attract investment for their AR products and according to the information Polygon garnered, they have significantly downsized the number of employees and may be seeking to sell their technology. This is exceptionally bad news as their first set of AR goggles were set to launch later this year. The market seems far more willing to invest in VR than it does AR, which presents a large hurdle for smaller businesses to succeed. Hopefully we will hear happier news about Jeri, her team, and CastAR in the future but for now it looks rather bleak.

"In 2013, Technical Illusions got its start with a hugely successful Kickstarter, netting just north of one million dollars. This success drew the attention of investors and eventually led to a funding round of $15 million. With this success, Technical Illusions decided to refund the backers of its Kickstarter."

At the opening keynote to this summer’s Intel Developer Forum, CEO Brian Krzanich announced a new initiative to enable a completely untether VR platform called Project Alloy. Using Intel processors and sensors the goal of Project Alloy is to move all of the necessary compute into the headset itself, including enough battery to power the device for a typical session, removing the need for a high powered PC and a truly cordless experience.

This is indeed the obvious end-game for VR and AR, though Intel isn’t the first to demonstrate a working prototype. AMD showed the Sulon Q, an AMD FX-based system that was a wireless VR headset. It had real specs too, including a 2560x1440 OLED 90Hz display, 8GB of DDR3 memory, an AMD FX-8800P APU with R7 graphics embedded. Intel’s Project Alloy is currently using unknown hardware and won’t have a true prototype release until the second half of 2017.

There is one key advantage that Intel has implemented with Alloy: RealSense cameras. The idea is simple but the implications are powerful. Intel demonstrated using your hands and even other real-world items to interact with the virtual world. RealSense cameras use depth sensing to tracking hands and fingers very accurately and with a device integrated into the headset and pointed out and down, Project Alloy prototypes will be able to “see” and track your hands, integrating them into the game and VR world in real-time.

The demo that Intel put on during the keynote definitely showed the promise, but the implementation was clunky and less than what I expected from the company. Real hands just showed up in the game, rather than representing the hands with rendered hands that track accurately, and it definitely put a schism in the experience. Obviously it’s up to the application developer to determine how your hands would actually be represented, but it would have been better to show case that capability in the live demo.

Better than just tracking your hands, Project Alloy was able to track a dollar bill (why not a Benjamin Intel??!?) and use it to interact with a spinning lathe in the VR world. It interacted very accurately and with minimal latency – the potential for this kind of AR integration is expansive.

Those same RealSense cameras and data is used to map the space around you, preventing you from running into things or people or cats in the room. This enables the first “multi-room” tracking capability, giving VR/AR users a new range of flexibility and usability.

Though I did not get hands on with the Alloy prototype itself, the unit on-stage looked pretty heavy, pretty bulky. Comfort will obviously be important for any kind of head mounted display, and Intel has plenty of time to iterate on the design for the next year to get it right. Both AMD and NVIDIA have been talking up the importance of GPU compute to provide high quality VR experiences, so Intel has an uphill battle to prove that its solution, without the need for external power or additional processing, can truly provide the untethered experience we all desire.

“Unlike any other phone, the PHAB2 Pro, powered by Tango technology – a set of sensors and software from Google that senses and maps its surroundings – makes a host of cutting-edge smartphone augmented reality (AR) experiences possible. For example, using AR apps, students can place true-to-scale virtual dinosaurs in their classrooms and enhance their learning through AR data overlays that appear while they walk around the creatures. AR gaming experiences let you play virtual dominos on your kitchen table, raise a digital pet in your bedroom and fight back swarms of aliens invading your house.

With Tango technology PHAB2 Pro can even begin to change the way people think about mapping indoor spaces to create new experiences like future augmented reality museum tours via the GuidiGO app. With Tango, PHAB2 Pro offers unprecedented experiences on a smartphone that will continually learn and improve.”

The large phablet devices are full smartphones, not just small tablets, and the three models offer widely varying specs with significant improvements in each successive model. We'll begin by looking at the base configuration.

Lenovo PHAB2

The PHAB2 (Image credit: Lenovo)

Display: 6.4-inch HD (1280x720) IPS

Processor: MediaTek MTK 8735 Quad-Core Processor

Memory: 3 GB

Storage: 32 GB (expandable up to 128 GB via microSD)

Sound: Triple Array Microphone with

Active Noise-Cancellation; Dolby Atmos + Dolby Audio Capture 5.1

Camera:

Rear: 13 MP PDAF Fast-Focus

Front: 5 MP 85° Wide Angle

Battery: 4050 mAh

Next up is the PHAB2 Plus, which improves on the base model's display, SoC, and particularly the cameras:

“The PHAB2 Plus comes with two 13MP rear cameras that have instant focus, fast f1.8 lenses and the same professional-grade Futjitsu Milbeaut image signal processor that powers the Leica camera.”

Next up we have the PHAB2 Pro, the flagship of the lineup, which moves to a Qualcomm Snapdragon SoC from the MediaTek chips in the first two phones, and offers a higher screen resolution and (most importantly for this launch) Google Tango support - the first product equipped with this AR technology.

There will be a retail presence in the U.S. for the PHAB2 Pro, with Best Buy confirmed as an outlet for the Google Tango device. Additionally, in a move that is perplexing at first, the PHAB2 Pro will be featured for sale in Lowe's home improvement stores. (Wait, what?) A move which actually makes sense once you’ve read Lenovo’s press release:

“Homeowners can also now use their PHAB2 Pro to remodel their homes by visualizing real home furnishings in their living rooms and kitchens. Home improvement company Lowe’s is one of the first partners to develop a Tango-enabled application, Lowe’s Vision. The app empowers customers by leveraging Tango technology to measure spaces and visualize how products like appliances and décor, or materials like countertops or backsplash tile, will all look and fit together in a room. With Lowe’s Vision, customers will be able to control a new generation of augmented reality tools with a mere tap of the finger.”

As to pricing, the base PHAB2 has an MSRP of $199, the PHAB2 Plus moves up to $299, and the PHAB2 Pro will be $499. Availability set for September of this year.

Introduction, Virtual Insanity and Game of Making Games panels

Our second day at Quakecon 2012 started bright and early with expert panel discussions led by some of the gaming industry's elite game designers and programmers from around the globe. These panel discussions focused primary around the process different game studios go through to produce triple AAA titles and current developments in virtual reality headset technology. There was also more discussions about creating mods for games like Elder Scrolls V: Skyrim and utilizing modding communities as resources to produce higher quality games.

In between panel discussions, Quakecon hosted the first round of their annual Bawls chugging competition. BYOC gamers and event attendees were also able to try out a few game demos of Smite, Rise of the Triad, Dishonored, and Doom 3 BFG Edition. There were also several "quick draw" Quake Live matches to give out raffle tickets for a chance to win a new 2012 Ford Shelby GT500 Coupe.